Diabetes Control

Diabetes Control Application

Screens for getting started with a food delivery plan that meets the carbohydrate goals set by the user.

Diabetes Control is an application that allows users with Diabetes to monitor, visualize and better understand glucose levels in the body, trends over time and see how their numbers compare to their set glucose level goals.

In addition to monitoring, Diabetes Control motivates users to change behavior in two ways: first, by creating specific plans for activity and glucose levels. Users can make their own plans with tips provided by the application and have these visualized in an elegant, straight forward manner.

The second way is by providing eating plans and delivery of food ingredients and recipes that match their specific plan to help the user meet their carbohydrate goals to ultimately achieve healthy glucose levels. This encourages users to follow their eating plan while saving time in planning and executing the right eating choices.

This project was done as part of a user experience design course that explored the processes of concept development for an interactive mobile application.

DATE | Spring 2015

ROLE | Design and usability testing

research & insights

Learning about glucose management by observing how to use a blood glucose monitor.

Almost 30 million children and adults in the United States have diabetes.

— American Diabetes Association

Concept development for the proposed application addressed aiding people living with diabetes with the management of the disease.

Secondary research from academic articles and interviews to people living with diabetes were performed to better understand some of the challenges they faced with diabetes management.

One of the main insights was that people living with diabetes get overwhelmed with monitoring their carbohydrate intake, how it affects their glucose levels and making appropriate food choices to keep their glucose numbers in a healthy range.

Process

A persona was created to describe the target user for the proposed application.

The next step was to develop a theme proposal for the application that addressed the needs of the persona and included:

A theme title and description

Similar inspirational experiences

"Napkin-sketch" wireframes to convey interface aspects of the proposed application

Persona.

Similar inspirational experience.

Wireframe sketches starting to envision the experience for the application.

Next, high-definition wireframes that concisely convey every screen in the workflow were created. These wireframes encompassed every element in which the user would engage with the application. The wireframes began introducing color and visual elements; the goal was to gauge the user interface's effectiveness and the applications motivational appeal.

A click-through prototype was created using revised high-definition wireframes and the prototyping software Flinto.

The click-through prototype would later be utilized later in user testing sessions.

After the click-through prototype was created, a plan to study and gauge success of the user experience was developed. The test plan listed all actions the user would accomplish in the application, as well as open ended questions which gauged how the user felt upon completion of each task. The test plan also included the metrics that were captured for each task.

Results

Conducted the test planned for the application and created the summary reports of findings based upon user observation.